// // Balls.cpp // hifi // // Created by Philip on 4/25/13. // // A cloud of spring-mass spheres to simulate the avatar body/skin. Each ball // connects to as many as 4 neighbors, and executes motion according to a damped // spring, while responding physically to other avatars. // #include "Balls.h" Balls::Balls(int numberOfBalls) { _numberOfBalls = numberOfBalls; _balls = new Ball[_numberOfBalls]; for (unsigned int i = 0; i < _numberOfBalls; ++i) { _balls[i].position = glm::vec3(1.0 + randFloat() * 0.5, 0.5 + randFloat() * 0.5, 1.0 + randFloat() * 0.5); _balls[i].radius = 0.02 + randFloat() * 0.06; for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) { _balls[i].links[j] = rand() % (numberOfBalls + 1); if (_balls[i].links[j]-1 == i) { _balls[i].links[j] = 0; } _balls[i].springLength[j] = 0.5; } } } const bool RENDER_SPRINGS = true; void Balls::render() { // Render Balls NOTE: This needs to become something other that GlutSpheres! glColor3f(0.62,0.74,0.91); for (unsigned int i = 0; i < _numberOfBalls; ++i) { glPushMatrix(); glTranslatef(_balls[i].position.x, _balls[i].position.y, _balls[i].position.z); glutSolidSphere(_balls[i].radius, 15, 15); glPopMatrix(); } // Render springs if (RENDER_SPRINGS) { glColor3f(0.74, 0.91, 0.62); for (unsigned int i = 0; i < _numberOfBalls; ++i) { glBegin(GL_LINES); for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) { if(_balls[i].links[j] > 0) { glVertex3f(_balls[i].position.x, _balls[i].position.y, _balls[i].position.z); glVertex3f(_balls[_balls[i].links[j]-1].position.x, _balls[_balls[i].links[j]-1].position.y, _balls[_balls[i].links[j]-1].position.z); } } glEnd(); } } } const float CONSTANT_VELOCITY_DAMPING = 1.0f; const float NOISE_SCALE = 0.00; const float SPRING_FORCE = 1.0; const float SPRING_DAMPING = 1.0; void Balls::simulate(float deltaTime) { for (unsigned int i = 0; i < _numberOfBalls; ++i) { // Move particles _balls[i].position += _balls[i].velocity * deltaTime; // Drag: decay velocity _balls[i].velocity *= (1.f - CONSTANT_VELOCITY_DAMPING * deltaTime); // Add noise _balls[i].velocity += glm::vec3((randFloat() - 0.5) * NOISE_SCALE, (randFloat() - 0.5) * NOISE_SCALE, (randFloat() - 0.5) * NOISE_SCALE); // Spring Force for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) { if(_balls[i].links[j] > 0) { float separation = glm::distance(_balls[i].position, _balls[_balls[i].links[j]-1].position); _balls[i].velocity += glm::normalize(_balls[i].position - _balls[_balls[i].links[j]-1].position) * deltaTime * SPRING_FORCE * (_balls[i].springLength[j] - separation); //_balls[i].velocity *= (1.f - SPRING_DAMPING*deltaTime); } } } }